River Authority and River Regulation Early Buildings do more harm than good.

Arkenor

Warlord
Joined
Aug 18, 2010
Messages
173
Location
Norwich, UK
Hopefully this is the right place to mention this. These buildings seem to be added by the Early buildings modcomp, and/or Killtech's Building upgrade chains packaged with A New Dawn. At least I think that's where they're coming from. It's not always entirely easy to know.

I noticed because you get a free one in every city if you build the pyramids. They seem to be horribly broken, in that they make your city less healthy rather than improving things. In fact, the special British version of the building is only different in that it makes people even more unhealthy. I pity the poor AI that would spend 100 turns building the Pyramids, only to have their towns all stop growing!

River Regulation gives -1 Health, +1 coin per river tile.
The special English version is River Authority, which gives -2 Health, +1 coin per river tile.

I'm not sure that entire irrigation path hasn't gotten some issues with health modifiers having unfortunate minus signs in front of their health values, in fact, but I'm kind of new at figuring out what's going on in these files, so I'll leave that for wiser eyes.

I'm just using RoM and AND.

On a game balance note, it seems a terribly advanced building (normally gotten with the Canal Systems tech) to get nationwide for building so early a wonder as the Pyramids, especially if you're the British and get the +2 (once fixed) health +1 coin per river square version.
 
The pyramids also gives a +1 global health to offset the unhealthiness.
 
The pyramids also gives a +1 global health to offset the unhealthiness.

Sure, OK. But the river buildings can exist outside of whether or not you have the Pyramids. Do you feel that the River Authority and River Regulation buildings are currently functioning as intended?

If I'm wrong about the health being mistakenly made a negative number then I'll stop bothering you. It matters, because they're tagged as Growth buildings, but do exactly the opposite of what they claim, which is likely doing the AI no good whatsoever, especially the British who suffer an additional 1 health penalty.
 
It might be worth it to tag them as commerce or production if they're causing unhealth. It feels weird to have the game tell me "hey, build this. for growth!" and it gives commerce and unhealth. :p
 
It might be worth it to tag them as commerce or production if they're causing unhealth. It feels weird to have the game tell me "hey, build this. for growth!" and it gives commerce and unhealth. :p

Actually I think they are tagged as commerce in the Killtech folder's version which I *think* is the one the game ends up using. I was looking at the version in the Early buildings folder which is tagged growth but also has the negative health. I'm not a Civ modder, so not particularly good at reading these files.

It's worth noting that the civopedia text for the river authority specifically states that it provides fresh water and improves quality of life for citizens.
 
I removed the health penalties from the Wheelwright and River Authority in my newest version of Early Buildings (I think Afforess did that change when I was gone, originally they had no penalty). Since killtech added River Regulation and uses forcedoverwrite tags for his mod, I think he has the health penalties as a point for city specialization and to reduce excess Health.

Anyways, if you do not like the trade buildingchain, do not play with it. killtech made the buildingchains very modular for just this reason.
 
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